top notch work guys... if only i could tweak the controls, i would be spending a great deal more time in the editor... those coord controls are killing me! :p
Mobella
^^was just going to post that! :) that thing is a beast! quite a bit of perusing right there.......
again, no rest for the weary... you guys need to pace yourselves! :)
I've had far too little sleep to write something really meaningful, so ill provide a nice, simple bullet list... :) expand the existing array of quests, and quest capabilities improve / expand the modding tools at our disposal what would take me 10 minutes in the TES editor took me 1 hour last night provide simple left-click placement of already inserted objects in the modding environment this modding community i
[quote quoting="post"]New talent: Green Thumb: +2 food per turn[/quote] excellent! my poor citizens are always vamished! :)
no real design objective here... perhaps a command post?
very nice! is there a means to "mod in" a decommissioned tile?
[quote who="Heavenfall" reply="43" id="2774321"]Some of the things are behind the building, like the wheel, one of the peasants and one of the doorways. [/quote] i know... i was goading you into posting more screenshots... having a slooow workday here... :)
try this thread... should do the trick! :) https://forums.elementalgame.com/394536
absolutely love the Monastery... the town hall is nice as well, although i can see some assets in the list, but not in the image... where are those headstones for example? :)
excellent work across the board guys... really nice! i was toying with the editor last night, and tried my hand at an Elven tile... will re-double my efforts and hopefully have something worth sharing... ;)
quite the opposite for me... in the majority of my last battles, after my enemies initial round, they would almost always "panick", and fail to attack again for the duration of the fight... were my catapults and spiders that intimidating? :)
[quote who="Wintersong" reply="9" id="2771256"]I have been with the tile editor and altough fun, I suck at aligning walls an d I fell bad about it. [/quote] agreed... which could be somewhat alleviated if we had direct mouse control over objects we place on the tile, after their initial placement... lose the coordinate controls, or at least implement mouse control as well... please? :)
let the pre-feeding frenzy, and mass hysteria begin... ;)
[quote who="Raven X" reply="10" id="2772943"]Tile Editor: the ability to move pieces around the way it worked in the Gal Civ 2 Ship Designer. I also can't copy pieces or move them by just dragging them around in the window. It would be a TON more user friendly if you could make that happen pls [/quote] agree 100%... and wow, i cant believe no one has requested that yet! thats a very annoying feature in the editor... lets day i meticulously place my object on the groud, t
absolutely gorgeous... please continue!
[quote who="Anthony_Christianson" reply="19" id="2772084"]Now, on to creating the UI for the wizard. [/quote] may i be the first to say... i love you man... no, i mean it... i love you! [e digicons]:')[/e] oh, and [e digicons]k1[/e] for you my good man...
in the immortal words of Wayne... ssschwinggg ! thanks brad...
i'm thinking this will be included in the subsequent update(s)... /me hopes
/me emerges from the code trenches thanks pasha! /me returns from whence he came
[quote quoting="post"]Then I wrote up the quest definition. To be continued… [/quote] im hoping you cover the actual "writing up" part in the continuation... :) as for creating a quest editor, i would be happy to take a stab at something... assuming of course it was worth your time to communicate the necessary underlying "mechanics" to make such a tool useable... while im proficient in c#, im sure there are others on the forums whose skill e
[e digicons] thanks brad! those of us who are literary junkies thankye! :) /me dives in his XML
hi ozzlok... you simply need to create a new /mods/ folder (ElementalInstallDirectory\mods), and extract the content to that directory. as you mentioned, make sure you have "enable mods" checked in your options menu... note: y ou will need to start a new game for the mods to take effect, and as far as i know, you cant pick and choose - its all or none... :)
i've read a few concerns about the use of the Teleport spell, and how it can be abused or too overpowered... my idea would be to implement a mod that removes this as a spellbook entry, and instead provides a researchable option for a new building type - the Kingdom Transport Service (or something more aptly named). the rough idea is to have the player research for this building type, and once available, it will allow any unit (or units?) to transport from City A to City B... requireme
[quote who="Gnilbert" reply="126" id="2770007"] - Create a building that can be built on any tile within your influence (without requiring city adjacency). An example would be a Traveler's Inn / Guardpost: This building can be built anywhere in your influence and expands your zone of control. This building would be used to expand your ZoC along your roads, reducing the need for city spam, while still protecting your caravans/roads. Having a limit of X per city would prevent this bu